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Projeto de investigação

LARSyS - Laboratory of Robotics and Engineering Systems

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Publicações

Meta-evaluating the effects of social preferences on NPC-evaluators in an energy community game
Publication . Isaza-Giraldo, Andrés; Bala, Paulo; Jiskrová, Anna; Sachser, Luiz; Campos, Pedro; Pereira, Lucas; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Pereira, Lucas
Energy Communities (EC) are emerging frameworks where citizens collectively share renewable energy. Levering knowledge about this topic is challenging for how varied these types of com munities might be and how many actors are involved in decision taking. We are developing En-join, a game in which the player has to solve open-ended challenges that are mediated and evaluated by conversational agents that represent members of a EC. We im plemented and prompted an LLM (Phi-4) to perform role-playing and evaluation simultaneously. We tested prompt variants indicat ing personality and behavior and meta-evaluated the evaluation performance using six predefined answers across three levels. Our results suggest that indicating social preferences noticeably affects the evaluation behavior. We contribute to the field of games and serious games by showing how LLMs can be used as conversational characters and evaluator agents simultaneously, and suggest that role-playing might be affecting evaluation behavior in any LLM implementations.
Exploring the impact of transmedia storytelling on financial literacy: a pilot evaluation with young adults
Publication . Freitas, Constança; Santos, Ana; Campos, Pedro F.; Bala, Paulo; Dionisio, Mara; Pereira Campos, Pedro Filipe; Campos, Pedro; Bala, Paulo; Dionisio, Mara
Financial literacy is an essential skill for all young adults. However, conventional education practices may not always effectively mo tivate young adults to learn about finances. The combination of different forms of narrative and visuals in transmedia storytelling provides an engaging solution to this problem. Our approach con sisted of a web-based game, a board game, and a social media page. The web game has a stronger storytelling aspect where users need to find the characters on a map according to their financial strug gles; the social media page goes hand in hand with the web game because it gives further clues to find the characters; and the board game focuses more on the financial concepts and the collabora tive aspect of the game. We conducted a pilot study to evaluate the effectiveness of our design approach. Our findings highlight the transformative potential of transmedia storytelling to create innovative financial learning experiences.
Eidolon: exploring the complexities of prolonged grief disorder through a digital game
Publication . Tomé, Filipe Pinheiro; Pires, Ana Cristina; Vasconcelos, Francisco; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, Pedro
Eidolon is an innovative first-person thriller game that explores prolonged grief through a thought-provoking narrative. The digital game integrates escape room mechanics based on the five stages of grief, providing an immersive experience that encourages players to reflect on emotional loss. By combining the realism of Unreal Engine and MetaHumans with live-action footage, Eidolon offers a unique approach to narrative that tackles complex psychological themes. Our game will potentially raise awareness of Prolonged Grief Disorder and contribute to the emerging research on how emotionally challenging video games can positively impact players in meaningful ways.
Tapest[o]ry: promoting marine noise pollution awareness through an Interactive tangible tapestry
Publication . Santos, Laura; Olim, Sandra M. Câmara; Campos, Pedro; Dionisio, Mara; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara
Our ancestors communicated stories through tapestries, using them to adorn public and private spaces. Traditionally, these tapestries were static artworks hanging on walls without audience interaction. Nevertheless, textiles offer a versatile medium, crafted from diverse materials and colours and manipulated to produce unique, touch responsive textures. Our work integrates the tactile capabilities of weaving with capacitive sensor technology to create an interactive art installation that fosters non-formal learning and raises aware ness about marine noise pollution and its harmful effects on marine ecosystems. Marine animals, particularly cetaceans, rely heavily on sound for communication, navigation, and hunting. Noise pollution disrupts these essential functions, presenting severe threats to their survival. By harnessing the storytelling potential of tapestries and the power of capacitive sensors connected to a microcontroller, we developed a unique and immersive art installation that educates the public and decision-makers about these pressing issues. This study evaluates the impact of this interactive tapestry on its audi ence. Qualitative and quantitative results suggest valuable insights, showcasing that Tapest[o]ry engages participants through its tan gible storytelling interface, fostering emotional responses such as empathy and compassion. Participants shared their thoughts about awareness of marine noise pollution, demonstrating the possible use of interactive art installations as storytelling tools. Our findings highlight the potential of integrating traditional textile techniques with interactive technology and storytelling to create powerful educational experiences outside formal learning environments, en couraging personal reflection and support for environmental issues.
Mystiria: an intergenerational game for climate literacy and collaborative action
Publication . Spínola, Joana; Campos, Pedro; Gonçalves, Lígia; Dionísio, Mara; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara; Bala, Paulo
Current interventions for climate literacy are fragmented, as they target adults or children, rather than fostering collaboration and intergenerational dialogue. To foster climate change awareness among adults and children, we have designed and developed Mys tiria, an intergenerational collaborative game integrating asymmet ric mini-games that address real-world sustainability challenges. Additionally, Mystiria integrates educational quizzes and tasks to promote critical thinking and knowledge transfer between players. This demonstration aims to illustrate the potential of intergener ational serious games for climate change awareness and sustain ability through a hands-on multiplayer interactive session, while potentially creating a safe environment for learning and collabora tion.

Unidades organizacionais

Descrição

Palavras-chave

Robotics and Cyber-physical systems,Engineering Systems,Human Computer Interaction,Environmental technologies, Engineering and technology

Contribuidores

Financiadores

Entidade financiadora

Fundação para a Ciência e a Tecnologia, I.P.

Programa de financiamento

Concurso para Atribuição do Estatuto e Financiamento de Laboratórios Associados (LA)

Número da atribuição

LA/P/0083/2020

ID